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F-Zero
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)Kazunobu Shimizu[1]
Producer(s)Shigeru Miyamoto
Artist(s)Takaya Imamura
Composer(s)Yumiko Kanki[2]
Naoto Ishida[2]
SeriesF-Zero
Platform(s)SNES, Virtual Console
ReleaseSNES[3]
  • JP: November 21, 1990
  • NA: August 23, 1991[cn 1]
  • EU: June 4, 1992
Virtual Console
Wii[4]
  • NA: November 19, 2006
  • JP: December 2, 2006
  • EU: December 8, 2006
Wii U[5]
  • NA/EU: February 20, 2013
  • JP: April 27, 2013
Genre(s)Racing
Mode(s)Single-player

F-Zero (エフゼロ, Efu Zero) is a futuristic racing video game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). The game was released in Japan on November 21, 1990, in North America on August 23, 1991,[cn 1] and in Europe on June 4, 1992. F-Zero is the first game of the F-Zero series and was one of the two launch titles for the SNES in Japan, but was accompanied by additional initial titles in North America and Europe. In late 2006, F-Zero became available for the Virtual Console service on the Wii and in early 2013 for the Wii U.

The game takes place in the year 2560, where multi-billionaires with lethargic lifestyles created a new form of entertainment based on the Formula One races called "F-Zero". The player can choose between one of four characters in the game, each with their respective hovercars. The player then can race against computer controlled characters in fifteen tracks divided into three leagues.

F-Zero is acknowledged by critics to be the game that set a standard for the racing genre and the creation of the futuristic sub-genre. Critics lauded F-Zero for its fast and challenging gameplay, variety of tracks, and extensive use of the graphical mode called "Mode 7". This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero. As a result, the title reinvigorated the genre and inspired the future creation of numerous racing games. In retrospective reviews of the game critics agreed that it should have used a multiplayer mode. F-Zero became part of the Player's Choice line by selling at least a million copies.

Gameplay

[edit]

[[:File:SNES F-Zero.png|left|thumb|Mode 7 allows the track to be scaled and rotated around the vehicle to simulate a 3D environment.[12][13]]]

F-Zero is a futuristic racing game where pilots race on circuits inside machines in an intergalactic Grand Prix.[14]

There are four F-Zero characters that have their own selectable vehicle along with its unique performance abilities.[15] The objective of the game is to beat opponents to the finish line while avoiding hazards such as slip zones and magnets that pull the vehicle off-center in an effort to make the player damage their vehicle or fall completely off the track. Each machine has a power meter, which serves as a measurement of the machine's durability; it decreases when the machine collides with land mines, the side of the track or another vehicle.[16] Energy can be replenished by driving over pit areas placed near the home straight or nearby.[17]

A race in F-Zero consists of five laps around the track. The player must complete each lap in a successively higher place to avoid disqualification from the race. For each lap completed, the player is rewarded with an approximate four-second speed boost called the "Super Jet" and a number of points determined by place. An on-screen display will be shaded green to indicate that a boost can be used, however the player is limited to saving up to three at a time. If a certain amount of points are accumulated, an extra "spare machine" is acquired that gives the player another chance to retry the course.[16] Tracks may feature two methods for temporarily boosting speeds; jump plates launch vehicles into the air thus providing additional acceleration for those not at full speed and dash zones greatly increases the racer's speed on the ground.[17] F-Zero includes two modes of play. In the Grand Prix mode, the player chooses a league and races against other vehicles through each track in that league while avoiding disqualification. The Practice mode allows the player to practice seven of the courses from the Grand Prix mode.[16]

F-Zero has a total of fifteen tracks divided into three leagues: Knight, Queen, and King. Difficulty is determined by the league selected and difficulty level chosen. The game has three initial difficulty levels: beginner, standard, and expert.[16] The master difficulty level is available for a given league once that league on the expert class is completed.[18] The multiple courses of Death Wind, Port Town, and Red Canyon have a pathway that is not accessible unless the player is on another iteration of those tracks, which then in turn closes the path previously available. Unlike most F-Zero games, there are three iterations of Mute City that shows it in either a day, evening, or night setting. In BS F-Zero 2, Mute City IV continued the theme with an early morning setting.

Setting

[edit]

F-Zero is set in the year 2560, when humanity's multiple encounters with alien life forms had resulted in the expansion of Earth's social framework. This led to commercial, technological and cultural interchanges between planets. The multi-billionaires who earned their wealth through intergalactic trade were mainly satisfied with their lethargic lifestyles, although most coveted more entertainment in their lives. This resulted in a new entertainment based on the Formula-1 races to be founded with vehicles that could hover one foot above the track. These Grand Prix races were soon named "F-Zero" after a rise in popularity of the races.[15][16] The game introduced the first set of F-Zero racers: Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh.[15] IGN claimed Captain Falcon "was thrust into the limelight" in this game since he was the "star character".[19] An eight-page comic was included in its SNES manual that carried the reader through one of Captain Falcon's bounty missions.[20]

Development and audio

[edit]

F-Zero was one of the launch titles for the SNES that Nintendo Entertainment Analysis and Development had approximately fifteen months to develop completely.[21] In Japan, only it and Super Mario World were initially available for launch.[22] In North America and Europe, Super Mario World shipped with the console, and other initial titles included F-Zero, Pilotwings (which also demonstrated the console's "Mode 7" pseudo-3D rendering capability), SimCity, and Gradius III.[23] The game was produced by Shigeru Miyamoto and designed by Kazunobu Shimizu, under the name Isshin Shimizu.[1][24] The title was downloadable over the Nintendo Power peripheral in Japan[25] and was also released as a demo onto the Nintendo Super System in 1991.[26][27] Takaya Imamura, one of the art creators for the game, was surprised to be able to so freely design F-Zero's characters and courses as he wanted since it was his first game.[28]

Notable in the development of F-Zero was its use of Mode 7 graphics. Mode 7 is a form of texture mapping available on the SNES which allows a raster graphical plane to be rotated and scaled freely, simulating 3D environments[12] without processing any polygons. The Mode 7 rendering applied in F-Zero consists of a single-layer which is scaled and rotated around the vehicle.[29] This pseudo-3D capability of the SNES was designed to be represented by both F-Zero and Pilotwings,[30] with 1UP.com stating these two games "existed almost entirely for the sake of showing them off".[23]

An F-Zero jazz album was released on March 25, 1992 in Japan by Tokuma Japan Communications.[2][31] It features twelve songs from the game on a single disc composed by Yumiko Kanki and Naoto Ishida, and arranged by Robert Hill and Michiko Hill. The album also features Marc Russo (saxophones) of the Yellowjackets and Robben Ford (electric guitar).[2]

Reception and legacy

[edit]

F-Zero became part of the Player's Choice line by selling at least a million copies.[3] F-Zero was widely lauded by game critics for its graphical realism, and has been called the fastest and most fluid pseudo-3D racing game of its time.[12][36][37] This has been mostly credited to the development team's pervasive use of the "Mode 7" system.[38] Eurogamer's Tom Bramwell commented "this abundance of Mode 7 was unheard of" for the SNES.[39] This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero.[13][40] Jeremy Parish of Electronic Gaming Monthly wrote Mode 7 created the "most convincing racetracks that had ever been seen on a home console".[12] Parish said F-Zero used the SNES's technology "to give console gamers an experience even more visceral than could be found in the arcades".[12] 1UP.com editor Ravi Hiranand agreed arguing F-Zero's combination of fast-paced racing and free-range of motion were superior compared to that of previous home console games.[13] IGN's Peer Schneider assured readers F-Zero was one of the few 16-bit era video games to "perfectly combine presentation and functionality to create a completely new gaming experience".[29] The game was praised for its variety of tracks, and steady increase in difficulty.[29] GameSpy's Jason D'Aprile thought the game "was something of a finesse racer. It took lots of practice, good memorization skills, and a rather fine sense of control."[41] Matt Taylor of The Virginian-Pilot commented that the game is more about "reflexes than realism", and it lacked the ability to save progress between races.[35] F-Zero's soundtrack was lauded.[29]

In GameSpot's retrospective review by Greg Kasavin, he praised F-Zero's controls, longevity and track design. Kasavin felt the title offered exceptional gameplay, with "a perfect balance of pick-up-and-play accessibility and sheer depth".[4] Retrospective reviews agreed that the game should have used a multiplayer mode.[4][34][42] IGN's Lucas Thomas criticized the lack of a substantial plot and mentioned F-Zero "doesn't have the same impact these days" suggesting "the sequels on GBA very much pick up where this title left off".[34][43]

F-Zero has been credited with being the game that set a standard for the racing genre[4][21][44] and inventing the "futuristic racing" sub-genre of video gaming.[42][45][46] IGN ranked it as the 91st best game ever in 2003, discussing its originality at time of release and as the 97th best game ever in 2005, describing it as still "respected as one of the all-time top racers".[46][47] During the 10-Year Anniversary Contest in 2005, GameFAQs users voted F-Zero as the 99th best games of all time.[48] ScrewAttack placed it as the 18th best SNES game.[49] F-Zero reinvigorated the racing genre inspiring the future creation of numerous racing games inside and out of the futuristic sub-genre, including the Wipeout series.[15][47] Amusement Vision's President, Toshihiro Nagoshi, stated in 2002 that F-Zero "actually taught me what a game should be" and that it served as an influence for him to create Daytona USA and other racing games.[28] Amusement Vision collaborated with Nintendo to develop F-Zero GX/AX, with Nagoshi serving as one of the co-producers for these games.[28][50]

Sequels

[edit]

Nintendo initially developed the sequel of the first F-Zero game for the SNES, although it was broadcast in several versions on the St.GIGA subscription service for the Satellaview attachment of the Super Famicom instead.[29][34] Using this add-on, gamers could download titles via satellite and save it onto a flash ROM cartridge.[51] The sequel was released under the Japanese names of BS F-Zero Grand Prix[34] and BS F-Zero Grand Prix 2 during the mid-1990s.[52] There are tracks named as a follow-on from F-Zero—such as "Mute City IV", since Mute City I-III appeared in the original game. BS F-Zero Grand Prix contained a new track along with the original 15 tracks from the SNES game and four different playable vehicles.[53] According to Nintendo Power, the game was under consideration for an North American release via Game Pak.[53] IGN states BS F-Zero Grand Prix 2 features one new league containing five tracks, a Grand Prix and a Practice mode.[52]

Although the F-Zero franchise made the transition to 3D graphics on the Nintendo 64 with the release of F-Zero X in 1998, Mode 7 graphical effects continued to be used for the Game Boy Advance (GBA) installments Maximum Velocity[37] and GP Legend.[54] The third sequel F-Zero: Maximum Velocity was released for the GBA in 2001. This installment was described by GameSpy as a hard overhaul of F-Zero and featured improvements to its graphical effects.[41][55] F-Zero GX/AX, released for the Nintendo GameCube and the Triforce arcade system board respectively in 2003, was the first video game collaboration between Nintendo and Sega.[56][57] GX is the first F-Zero game to include a story mode while AX was called by GameSpot as the first to get a "proper arcade release".[58][59] The most recent installment in the series – F-Zero Climax – was released for the GBA in 2004 and is the first F-Zero game to have a built-in track editor without the need for an expansion or add-on.[60]

Content notes

[edit]
  1. ^ a b According to Stephen Kent's The Ultimate History of Video Games, the official launch date was September 9.[6] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[7][8] while it arrived in other regions at a later date.[9] Many modern online sources (circa 2005 and later) report August 13.[10][11]

References

[edit]
  1. ^ a b "3.開発者インタビュー『F-ZERO FOR GAMEBOY ADVANCE』". Nintendo Online Magazine (No.31) (in Japanese). Nintendo Co., Ltd. March 2001. Retrieved 13 September 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  2. ^ a b c d F-Zero (Media notes). Tokuma Japan Communications Co., Ltd. 1992.
  3. ^ a b "Release Summary: F-Zero". GameSpot. Retrieved 2008-04-18.
  4. ^ a b c d e Kasavin, Greg (2006-11-19). "F-Zero review (Virtual Console)". GameSpot. Archived from the original on 2007-07-08. Retrieved 2007-07-17.
  5. ^ http://www.nintendo.com/wiiu/downloads/virtual-console/
  6. ^ Kent (2001), p. 434. Kent states September 1 was planned but later rescheduled to September 9.
  7. ^ Campbell, Ron (1991-08-27). "Super Nintendo sells quickly at OC outlets". The Orange County Register. Last weekend, months after video-game addicts started calling, Dave Adams finally was able to sell them what they craved: Super Nintendo. Adams, manager of Babbages in South Coast Plaza, got 32 of the $199.95 systems Friday. Based on the publication date, the "Friday" mentioned would be August 23, 1991.
  8. ^ "Super Nintendo It's Here!!!". Electronic Gaming Monthly. No. 28. Sendai Publishing Group. November 1991. p. 162. The Long awaited Super NES is finally available to the U.S. gaming public. The first few pieces of this fantastic unit hit the store shelves on August 23rd, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements.{{cite magazine}}: CS1 maint: date and year (link)
  9. ^ "New products put more zip into the video-game market" (abstract). Chicago Sun-Times. 1991-08-27. Retrieved 2010-03-05. On Friday, area Toys R Us stores [...] were expecting Super NES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us. Based on the publication date, the "Friday" mentioned would be August 23, 1991.
  10. ^ Ray Barnholt (2006-08-04). "Purple Reign: 15 Years of the Super NES". 1UP.com. p. 2. Retrieved 2007-06-14.
  11. ^ "Super Nintendo Entertainment System". N-Sider.com. Retrieved 2007-06-14.
  12. ^ a b c d e Parish, Jeremy (September 2007), "The Evolution of 2D", Electronic Gaming Monthly, no. 219, Ziff Davis Media, p. 107
  13. ^ a b c Hiranand, Ravi. "The Essential 50 #29 -- Super Mario Kart". 1UP.com. Archived from the original on 2010-08-23. Retrieved 2007-11-30. The first example of this [more realistic racing games] was F-Zero, which cleverly didn't bother moving the car around the circuit -- it moved the circuit around the car... In 1991, however, it was truly breathtaking, and provided a vital tool for Nintendo's efforts to withstand Sega's relentless media campaigns.
  14. ^ Amusement Vision 2003, pp. 6–7, 15.
  15. ^ a b c d e Thomas, Lucas (2007-01-26). "F-Zero (SNES) review". IGN. Retrieved 2008-10-07.
  16. ^ a b c d e Nintendo EAD, ed. (1991-08-13). F-Zero instruction manual. Nintendo. pp. 3–5, 7–9, 11.
  17. ^ a b Nintendo EAD, ed. (1991-08-13). F-Zero instruction manual. Nintendo. pp. 13, 20.
  18. ^ "F-Zero Cheats". IGN Entertainment. CheatsCodesGuides. 1998-11-17. Retrieved 2007-09-27.
  19. ^ Fran and Peer. "Smash Profile: Captain Falcon". IGN. Retrieved 2007-06-05. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  20. ^ Nintendo EAD (ed.). F-Zero instruction manual. Nintendo. pp. 14–17, 21–28.
  21. ^ a b Anthony JC (2000-12-15). "Nintendo GameCube Developer Profile: EAD". N-Sider. IGN. Retrieved 2008-10-04. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  22. ^ Sheff, David (1993) [1993]. Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (First ed.). New York: Random House. p. 361. ISBN 978-0-679-40469-9.
  23. ^ a b Parish, Jeremy (2006-11-14). "Out to Launch: Wii". 1UP.com. Retrieved 2007-07-03.
  24. ^ Nintendo EAD (13 August 1991). F-Zero. Nintendo of America, Inc. Scene: staff credits.
  25. ^ "Nintendo Power" (in Japanese). Nintendo. Archived from the original on 2006-12-15. Retrieved 2007-08-05.
  26. ^ "F-Zero". Allgame. All Media Guide. Retrieved 2009-10-07.
  27. ^ "Nintendo Super System: The Future Takes Shape". The Arcade Flyer Archive. Retrieved 2009-10-07.
  28. ^ a b c IGN Staff (2002-03-28). "Interview: F-Zero AC/GC". IGN. Retrieved 2007-07-15.
  29. ^ a b c d e Schneider, Peer (2003-08-25). "F-Zero GX Guide". IGN. Retrieved 2008-10-04.
  30. ^ IGN Staff (2001-03-08). "F-Zero: Maximum Velocity preview". IGN. Retrieved 2008-10-04.
  31. ^ GT Anthology: F-Zero. California: GameTrailers. 2009-07-25. Event occurs at :20, 3:07. Retrieved 2009-10-03.
  32. ^ スーパーファミコン SUPER FAMICOM - F-ZERO. Weekly Famicom Tsushin. No.225. Pg.90. 9 April 1993.
  33. ^ 30 Point Plus: F-ZERO. Weekly Famicom Tsūshin. No.358. Pg.32. 27 October 1995.
  34. ^ a b c d e Thomas, Lucas (2007-01-26). "F-Zero (Virtual Console) review". IGN. Retrieved 2007-07-16.
  35. ^ a b Taylor, Matt (1991-09-20), "If It's Speed You Want, Then Hop On One Of These", The Virginian-Pilot, p. 17
  36. ^ Dust, Uncle (2001-04-10). "F-Zero: Maximum Velocity preview". GamePro. Archived from the original on 2006-04-06. Retrieved 2008-11-03. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 2004-12-13 suggested (help)
  37. ^ a b Harris, Craig (2001-06-14). "F-Zero: Maximum Velocity review". IGN. Retrieved 2007-12-10. One of the first titles for the Super NES was also one of the system's most technically impressive games as well -- when F-Zero was released on the Nintendo 16-bit system a decade ago, it offered the fastest, smoothest pseudo-3D racer ever conceived for a home system...
  38. ^ Barnholt, Ray (2006-08-04). "Purple Reign: 15 Years of the Super NES". 1UP.com. p. 5. Retrieved 2007-08-16.
  39. ^ Bramwell, Tom (2001-07-21). "F-Zero: Maximum Velocity review". Eurogamer. Retrieved 2008-11-07.
  40. ^ IGN Staff (1998-07-14). "F-Zero X". IGN. Retrieved 2007-07-16.
  41. ^ a b D'Aprile, Jason (2001-12-25). "F-Zero Maximum Velocity (GBA)". GameSpy. Archived from the original on 2008-11-02. Retrieved 2008-10-13. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 2008-02-11 suggested (help)
  42. ^ a b Fulljames, Stephen (2001-08-15). "Reviews: Nintendo (F-Zero)". Computer and Video Games. Retrieved 2008-11-02. [dead link]
  43. ^ Shea, Cam (2007-02-05). "Virtual Console AU Buyer's Guide - Part 2". IGN. Retrieved 2008-11-18.
  44. ^ Allen, Matt. "SNES Week: Day 5". NTSC-uk. Retrieved 2007-12-03.
  45. ^ Gerstmann, Jeff (2003-08-25). "F-Zero GX review". GameSpot. Retrieved 2009-01-24.
  46. ^ a b IGN Staff (2003-04-29). "IGN's Top 100 Games". IGN. Archived from the original on 2007-12-11. Retrieved 2008-10-03.
  47. ^ a b IGN Staff (2005). "IGN's Top 100 Games". IGN. Archived from the original on 2010-08-23. Retrieved 2008-10-03.
  48. ^ "Fall 2005: 10-Year Anniversary Contest - The 10 Best Games Ever". GameFAQs. Retrieved 2007-09-23.
  49. ^ "Top 20 SNES Games (20-11)". GameTrailers. 2008-03-11. Retrieved 2010-11-21.
  50. ^ IGN Staff (2003-07-08). "F-Zero Press Conference". IGN. p. 2. Retrieved 2007-07-18.
  51. ^ "The History of Zelda". GameSpot. Retrieved 2008-09-21.
  52. ^ a b "BS F-Zero 2 Grand Prix". IGN. Retrieved 2006-06-19.
  53. ^ a b "Pak Watch: F-Zero Returns". Nintendo Power. Vol. 94. United States: Nintendo. March 1997. p. 103. ISSN 1041-9551.{{cite magazine}}: CS1 maint: date and year (link)
  54. ^ Harris, Craig (2004-09-20). "F-Zero GP Legend review". IGN. Retrieved 2008-10-16.
  55. ^ Satterfield, Shane (2001-06-06). "F-Zero: Maximum Velocity review". GameSpot. Retrieved 2009-02-14.
  56. ^ IGN Staff (2002-03-27). "F-Zero Comes to GCN, Triforce". IGN. Retrieved 2007-06-20.
  57. ^ Burman, Rob (2007-03-29). "Mario & Sonic at the Olympic Games Interview". IGN. Retrieved 2007-03-29.
  58. ^ Casamassina, Matt (2003-08-22). "F-Zero GX review". IGN. p. 1. Retrieved 2007-01-17.
  59. ^ "F-Zero AX - Summary". GameSpot. Retrieved 2007-01-17.
  60. ^ Gantayat, Anoop (2004-10-21). "F-Zero Climax Playtest". IGN. Retrieved 2009-03-14.
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Category:1990 video games Category:F-Zero Category:Nintendo Entertainment Analysis and Development games Category:Racing video games Category:Satellaview games Category:Super Nintendo Entertainment System games Category:Virtual Console games Category:Virtual Console games for Wii U Category:Video games produced by Shigeru Miyamoto